Well, what can you do?
The prospect of synchronizing global and arena time remains one of the most exciting. However, I was disappointed in it.
Imagine:
Two heroes (blue and green) have a falling out, and a small skirmish begins. And it seems that green is starting to gain the upper hand...
But on the next turn, blue receives reinforcements in the form of a garrison from his castle, along with his fellow hero. And now, together, they begin to push back the enemy.
The enemy is having a hard time, and there is no help coming. But then his ally, red, appears, and with cries of "fight, fight!!!" jumps into the fray.
After a couple of turns, the heroes of the other colors join in with fresh forces.
As a result, for half the game, there is such a chaotic battle somewhere on the map that it is difficult to even imagine an interface for managing so many players.
Some of the heroes are already engaged in combat, while others are left without units (!)
In general, complete chaos - World War II.
Heh, no need to be so verbose. There is a lot of information that can be expressed in a few words. This scares users away.
In general, complete chaos - World War II.
That's not true. A simple system: two warriors are fighting. Three turns have passed in the battle. A new day begins. You click on a button in the battle interface, and the game switches to global mode. Technically, the battle ends, losses are displayed, but - no one wins, and none of the heroes disappear. A new day, everything is as usual, but the heroes who are engaged in the battle cannot interrupt it, and they cannot leave. They stand in place, and two squads fight. But then your hero approaches that place. On the global map, he orders to attack the enemy, and - he attacks him, already with losses from the first battle. But he attacks only with his own forces.
This does not create an imbalance, because the forces are not combined, and it will not be much more difficult to attack a city.